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[4.4.dev3] Forward+ Vertex Lighting clipping on the bottom of viewport/camera/screen for some resolutions #98440
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Should perhaps mention that I was notified that there was another mention of this issue in a pull request #83360 (review) |
I can't reproduce the issue with Godot v4.3.stable - Pop!_OS 22.04 LTS - X11 - Vulkan (Forward+) - integrated Intel(R) Xe Graphics (TGL GT2) - 11th Gen Intel(R) Core(TM) i7-1165G7 @ 2.80GHz (8 Threads) Are there any other steps to reproduce with the MRP other than switching to windowed and toggling between resolution settings?
That issue was caught and fixed before the PR was merged. I suspect that you are running into something slightly different |
Hmm, not that i noticed? Its quite late here so ill investigate a bit more tomorrow and send an update |
Update: I tried the example project that I provided on my Macbook Pro 2019 at work and while the effect doesn't appear while windowed at any of the example resolutions, it happens while fullscreened. (NOTE: The fullscreen resolution is 2560x1440 on both window and viewport size) Macbook specs:
Will provide better specs and have a few ideas to try out on my linux pc that I reported the issue on and will provide a better report later today. |
Update: I added more options to the example project and for me the specific resolutions that have the problem is:
The rest seem fine. I also no longer believe that the project width/height is a cause because I've changed it around and it doesn't seem to change what resolutions are affected. I think it's interesting that so many x768 resolutions have the issue. |
Considering that the vertex lighting in question was added in this new 4.4.dev3 version, it's not suprising that it's not noticable. Lmao, just noticed that you were the one that wrote the blog post detailing the features even. But yes, I would hope that it's not reproducable in versions that feature the normal per-pixel shading but it's nice that you confirmed it 👍 |
Alright, final post from me here for a while until someone starts taking a peek. I've tried the example project on three separate computers. My linux PC, a MacBook Pro 2019 from work and one of my friends windows 10 stationary PC. All three computers experienced the bug at more than one of the resolutions featured in the example project.
Now it's interesting to note that 2560x1440 did not have the issue when testing on the Windows 10 PC. I do not know what the cause of that could be except a suspicion that it's because his monitors are 1920x1080 compared to the two other computers that had screen resolutions of 2560x1440. All the computers tried running the example project both from the editor and from a exported version. The resolutions were consistent between versions. I hope someone can get some useful info from all this rambling (sorry if I seemed impatient but I lost a good bit of sleep due to this issue). Please reach out if you need any more information and I'll happily lend a hand. Happy Hunting! |
Tested versions
System information
Linux (Zorin OS) - Godot v4.4.dev3.official [f4af820] - Vulkan (Forward+)
Issue description
When trying the new vertex lighting I noticed an issue with the light clipping along the bottom of my screen.
I have been trying to find out the cause and the only real noticable factor is that if I set the resolution of the game to match the project settings viewport width/height, the clipping dissapears.
Here is a quick video I took, showing the "clipping" that I'm seeing: https://youtu.be/lCEZt4iT70U
Of course I'm also expecting that maybe it's unique to linux but I'm hoping that it's not a significant factor 🤞
Steps to reproduce
Below are the specific lines that I use to change the resolution within my settings menu.
To reproduce, set the project viewport size to something like "1920x1080" and then use the lines below to set it to something else like "2560x1440" or "1280x720"
Hope this helps, I am of course here for further assistance.
Minimal reproduction project (MRP)
Here is a small test project I threw together: https://github.com/Momonyaro/vertex-lit-issue
There was another issue on my end with the settings menu, making it a bit flakey but it should help show the effect when you play around with the fullscreen/resolution toggle
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